Compare commits
11 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| fe89a871c9 | |||
| 62c965b499 | |||
| 4149f0e351 | |||
| 5c43651925 | |||
| 59f2e67717 | |||
| 33cb9a2ba2 | |||
| c8a7352d5f | |||
| bbd2173e63 | |||
| 633563b672 | |||
| 135a3091b0 | |||
| 6beae157e7 |
@@ -0,0 +1,12 @@
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## v1.1.0
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### New features
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- The drag ruler will now be colored for other players than the dragging player as well (only if they have at least observer permissions for that token)
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- The drag ruler won't be shown to other players if they cannot see the dragged token
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### Bugfixes
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- Fixed a bug where Drag Ruler wouldn't work at all on some windows installations (specificially where the `foundry.js` has `CRLF` line endings)
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## v1.0.1
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### Bugfixes
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- The GM can now move tokens through walls
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- It is now possible to move multiple tokens with Drag Ruler enabled
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@@ -1,3 +1,5 @@
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[](https://ko-fi.com/staebchenfisch)
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# Drag Ruler
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# Drag Ruler
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This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed.
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This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed.
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@@ -49,7 +51,7 @@ Here is an example of how a Speed Provider might look like:
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```javascript
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```javascript
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function mySpeedProvider(token, playerColor) {
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function mySpeedProvider(token, playerColor) {
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const baseSpeed = token.actor.data.speed
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const baseSpeed = token.actor.data.speed
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const ranges = [{range: baseSpeed, color: playerColor, range: baseSpeed * 2, color: 0xFFFF00}]
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const ranges = [{range: baseSpeed, color: playerColor}, {range: baseSpeed * 2, color: 0xFFFF00}]
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if (!token.actor.data.isWearingArmor) {
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if (!token.actor.data.isWearingArmor) {
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ranges.push({range: baseSpeed * 3, color: 0xFF8000})
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ranges.push({range: baseSpeed * 3, color: 0xFF8000})
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}
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}
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@@ -69,7 +71,7 @@ Hooks.once("dragRuler.ready", () => {
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function mySpeedProvider(token, playerColor) {
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function mySpeedProvider(token, playerColor) {
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const baseSpeed = token.actor.data.speed
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const baseSpeed = token.actor.data.speed
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const ranges = [{range: baseSpeed, color: playerColor, range: baseSpeed * 2, color: 0xFFFF00}]
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const ranges = [{range: baseSpeed, color: playerColor}, {range: baseSpeed * 2, color: 0xFFFF00}]
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if (!token.actor.data.isWearingArmor) {
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if (!token.actor.data.isWearingArmor) {
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ranges.push({range: baseSpeed * 3, color: 0xFF8000})
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ranges.push({range: baseSpeed * 3, color: 0xFF8000})
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}
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}
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@@ -1,6 +1,10 @@
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{
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{
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"drag-ruler": {
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"drag-ruler": {
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"settings": {
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"settings": {
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"alwaysShowSpeedForPCs": {
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"name": "Show PC speed to everyone",
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"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
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},
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"dashMultiplier": {
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"dashMultiplier": {
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"name": "Dash Multiplier",
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"name": "Dash Multiplier",
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"hint": "This can be used to give tokens a secondary speed during coloring of the measured path. Set it to 0 to disable the secondary speed."
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"hint": "This can be used to give tokens a secondary speed during coloring of the measured path. Set it to 0 to disable the secondary speed."
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+3
-2
@@ -2,7 +2,7 @@
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"name": "drag-ruler",
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"name": "drag-ruler",
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"title": "Drag Ruler",
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"title": "Drag Ruler",
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"description": "When dragging a token displays a ruler showing how far you've moved that token.",
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"description": "When dragging a token displays a ruler showing how far you've moved that token.",
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"version": "1.0.0",
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"version": "1.1.0",
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"minimumCoreVersion" : "0.7.9",
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"minimumCoreVersion" : "0.7.9",
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"compatibleCoreVersion" : "0.7.9",
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"compatibleCoreVersion" : "0.7.9",
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"authors": [
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"authors": [
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@@ -23,8 +23,9 @@
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}
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}
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],
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],
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"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
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"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
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"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.0.0.zip",
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"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.1.0.zip",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
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"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
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"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
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"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
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"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues"
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"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues"
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}
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}
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@@ -0,0 +1,69 @@
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// This is a modified version of Ruler.moveToken from foundry 0.7.9
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export async function moveTokens(selectedTokens) {
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let wasPaused = game.paused;
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if (wasPaused && !game.user.isGM) {
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ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
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return false;
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}
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if (!this.visible || !this.destination) return false;
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const draggedToken = this._getMovementToken();
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if (!draggedToken) return;
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// Get the movement rays and check collision along each Ray
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// These rays are center-to-center for the purposes of collision checking
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const rays = this._getRaysFromWaypoints(this.waypoints, this.destination);
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if (!game.user.isGM) {
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const hasCollision = selectedTokens.some(token => {
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const offset = calculateTokenOffset(token, draggedToken)
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const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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})
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if (hasCollision) {
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ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
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this._endMeasurement();
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return true;
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}
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}
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// Execute the movement path.
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// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
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this._state = Ruler.STATES.MOVING;
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await Promise.all(selectedTokens.map(token => {
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// Return the promise so we can wait for it outside the loop
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const offset = calculateTokenOffset(token, draggedToken)
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return animateToken.call(this, token, rays, offset, wasPaused)
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}))
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// Once all animations are complete we can clear the ruler
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this._endMeasurement();
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}
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// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
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async function animateToken(token, rays, tokenOffset, wasPaused) {
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const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset))
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// Determine offset relative to the Token top-left.
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// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
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const origin = canvas.grid.getTopLeft(this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y);
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const s2 = canvas.dimensions.size / 2;
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const dx = Math.round((token.data.x - origin[0]) / s2) * s2;
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const dy = Math.round((token.data.y - origin[1]) / s2) * s2;
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token._noAnimate = true;
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for (let r of offsetRays) {
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if (!wasPaused && game.paused) break;
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const dest = canvas.grid.getTopLeft(r.B.x, r.B.y);
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const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
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await token.update(path.B);
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await token.animateMovement(path);
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}
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token._noAnimate = false;
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}
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function calculateTokenOffset(tokenA, tokenB) {
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return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
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}
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function applyOffsetToRay(ray, offset) {
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return new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y})
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}
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+42
-8
@@ -1,12 +1,13 @@
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"use strict"
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"use strict"
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import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js"
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import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js"
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import {moveTokens} from "./foundry_imports.js"
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import {registerSettings, settingsKey} from "./settings.js"
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import {registerSettings, settingsKey} from "./settings.js"
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Hooks.once("init", () => {
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Hooks.once("init", () => {
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registerSettings()
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registerSettings()
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hookTokenDragHandlers()
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hookTokenDragHandlers()
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hookRulerHandlers()
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hookRulerFunctions()
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patchRulerMeasure()
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patchRulerMeasure()
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patchRulerHighlightMeasurement()
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patchRulerHighlightMeasurement()
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@@ -26,11 +27,13 @@ Hooks.once("ready", () => {
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})
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})
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Hooks.on("canvasReady", () => {
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Hooks.on("canvasReady", () => {
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canvas.controls.ruler.draggedToken = null
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canvas.controls.rulers.children.forEach(ruler => {
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Object.defineProperty(canvas.controls.ruler, "isDragRuler", {
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ruler.draggedToken = null
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get: function isDragRuler() {
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Object.defineProperty(ruler, "isDragRuler", {
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return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
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get: function isDragRuler() {
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}
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return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
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}
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})
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})
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})
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})
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})
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@@ -62,7 +65,7 @@ function hookTokenDragHandlers() {
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}
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}
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}
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}
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function hookRulerHandlers() {
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function hookRulerFunctions() {
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const originalMoveTokenHandler = Ruler.prototype.moveToken
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const originalMoveTokenHandler = Ruler.prototype.moveToken
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Ruler.prototype.moveToken = function (event) {
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Ruler.prototype.moveToken = function (event) {
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const eventHandled = onRulerMoveToken.call(this, event)
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const eventHandled = onRulerMoveToken.call(this, event)
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@@ -70,6 +73,22 @@ function hookRulerHandlers() {
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return originalMoveTokenHandler.call(this, event)
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return originalMoveTokenHandler.call(this, event)
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return true
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return true
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}
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}
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const originalToJSON = Ruler.prototype.toJSON
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Ruler.prototype.toJSON = function () {
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const json = originalToJSON.call(this)
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if (this.draggedToken)
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json["draggedToken"] = this.draggedToken.data._id
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return json
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}
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const originalUpdate = Ruler.prototype.update
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Ruler.prototype.update = function (data) {
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if (data.draggedToken) {
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this.draggedToken = canvas.tokens.get(data.draggedToken)
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}
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originalUpdate.call(this, data)
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}
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}
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}
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function onTokenLeftDragStart(event) {
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function onTokenLeftDragStart(event) {
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@@ -86,7 +105,8 @@ function onTokenDragLeftDrop(event) {
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if (!canvas.controls.ruler.isDragRuler)
|
if (!canvas.controls.ruler.isDragRuler)
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return false
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return false
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canvas.controls.ruler.draggedToken = null
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canvas.controls.ruler.draggedToken = null
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canvas.controls.ruler.moveToken(event)
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const selectedTokens = canvas.tokens.placeables.filter(token => token._controlled)
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moveTokens.call(canvas.controls.ruler, selectedTokens)
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return true
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return true
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}
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}
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@@ -123,10 +143,16 @@ function strInsertAfter(haystack, needle, strToInsert) {
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// These patches were written with foundry-0.7.9.js as reference
|
// These patches were written with foundry-0.7.9.js as reference
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function patchRulerMeasure() {
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function patchRulerMeasure() {
|
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let code = Ruler.prototype.measure.toString()
|
let code = Ruler.prototype.measure.toString()
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// Replace CRLF with LF in case foundry.js has CRLF for some reason
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code = code.replace(/\r\n/g, "\n")
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// Remove function signature and closing curly bracket (those are on the first and last line)
|
// Remove function signature and closing curly bracket (those are on the first and last line)
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code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
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code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
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code = strInsertAfter(code, "for ( let [i, d] of distances.entries() ) {\n", "segments[i].startDistance = totalDistance\n")
|
code = strInsertAfter(code, "for ( let [i, d] of distances.entries() ) {\n", "segments[i].startDistance = totalDistance\n")
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code = strInsertAfter(code, "this._highlightMeasurement(ray", ", s.startDistance")
|
code = strInsertAfter(code, "this._highlightMeasurement(ray", ", s.startDistance")
|
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|
|
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// Don't show ruler if the measured token is invisible
|
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|
code = "if (this.isDragRuler && !this.draggedToken.isVisible) return [];" + code
|
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|
|
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Ruler.prototype.measure = new Function("destination", "{gridSpaces=true}={}", code)
|
Ruler.prototype.measure = new Function("destination", "{gridSpaces=true}={}", code)
|
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}
|
}
|
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|
|
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@@ -148,6 +174,12 @@ function nativeSpeedProvider(token, playercolor) {
|
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function getColorForDistance(startDistance, subDistance) {
|
function getColorForDistance(startDistance, subDistance) {
|
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if (!this.isDragRuler)
|
if (!this.isDragRuler)
|
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return this.color
|
return this.color
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// Don't apply colors if the current user doesn't have at least observer permissions
|
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|
if (this.draggedToken.actor.permission < 2) {
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// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
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|
if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
|
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|
return this.color
|
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|
}
|
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const distance = startDistance + subDistance
|
const distance = startDistance + subDistance
|
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const ranges = currentSpeedProvider(this.draggedToken, this.color)
|
const ranges = currentSpeedProvider(this.draggedToken, this.color)
|
||||||
if (ranges.length === 0)
|
if (ranges.length === 0)
|
||||||
@@ -163,6 +195,8 @@ function getColorForDistance(startDistance, subDistance) {
|
|||||||
// These patches were written with foundry-0.7.9.js as reference
|
// These patches were written with foundry-0.7.9.js as reference
|
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function patchRulerHighlightMeasurement() {
|
function patchRulerHighlightMeasurement() {
|
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let code = Ruler.prototype._highlightMeasurement.toString()
|
let code = Ruler.prototype._highlightMeasurement.toString()
|
||||||
|
// Replace CRLF with LF in case foundry.js has CRLF for some reason
|
||||||
|
code = code.replace(/\r\n/g, "\n")
|
||||||
// Remove function signature and closing curly bracket (those are on the first and last line)
|
// Remove function signature and closing curly bracket (those are on the first and last line)
|
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code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
|
code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
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|
|
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|
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@@ -4,6 +4,15 @@ import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
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export const settingsKey = "drag-ruler";
|
export const settingsKey = "drag-ruler";
|
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|
|
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export function registerSettings() {
|
export function registerSettings() {
|
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|
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
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|
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
|
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|
hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint",
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|
scope: "world",
|
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|
config: true,
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|
type: Boolean,
|
||||||
|
default: true,
|
||||||
|
})
|
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|
|
||||||
// This setting will be modified by the api if modules register to it
|
// This setting will be modified by the api if modules register to it
|
||||||
game.settings.register(settingsKey, "speedProvider", {
|
game.settings.register(settingsKey, "speedProvider", {
|
||||||
name: "drag-ruler.settings.speedProvider.name",
|
name: "drag-ruler.settings.speedProvider.name",
|
||||||
|
|||||||
Reference in New Issue
Block a user